I had an awesome ideal of how casters could all be given the option of being an MM unique to their own class.
Incarnations. The percentage values can be changed depending on the level, & balance of the incarnation MM.
Drawing from the balance dynamic Necromancers have with their Minions I came up with this kind of system.
New skill Summon (Character class specific) Incarnation:
An incarnation would cost 25% of it’s health from it‘s owners own health, 5 energy, and an upkeep amount of 2 energy from it’s owner. So a 400 HP Incarnation could cost 7 energy and 100 hit points from it’s creator to summon. The upkeep cost is kind of like a permanent exhaustion until the Incarnation is destroyed, or unsummoned.
The hit point cost reflects that the incarnation is being summoned from the caster itself, not a corpse. It would also serve to slow down the Incarnate MM so it doesn’t throw out an army of 10 all at once. As well to keep the Incarnate MM from easily continuously recouping lost Minions during a battle at an overwhelmingly unbalanced rate.
10 incarnations would cost 50 energy, & 20 energy of upkeep to keep summoned. For a total of 70 energy for all 10. At 400 HP each they would cost 1000 hit points total to summon all 10. Thus the character summoning them would have to recoup health, & energy during that process in order to get them all on the battlefield.
New skill signet: Unsummon Incarnation, An Unsummoned incarnation would return 50% of it’s health back to it’s owner healing the owner at the same time. The upkeep energy cost would then start regeneration at a normal rate. This would be a free skill seeing as 20 energy for 10 Incarnations off the top of the energy pool cap may, or may not reduce a viable amount of energy to cast a needed unsummon type skill to get rid of the Incarnations taking up it’s owners energy pool cap.
Any damage an Incarnation takes is shared with it’s owner. Say 10% of all damage an incarnation takes is diverted to it’s creator. So if a 400 HP Incarnation was destroyed it’s owner would take 40 damage. This is to offset the fact that an Incarnation is not created from a corpse as with necromancers minions, but that it comes from it’s owner‘s own life pool. Also it creates a risk factor that would keep the Incarnate MM in the back with the Necro MM to prevent from being killed more easily along with it’s Incarnates.
Monks would get: Light Incarnations: dealing holy damage, They could use a special attack: Solar flare. Which inflicts blind for a few seconds. The apposing elements could be Light, and/or Chaos.
New skill: Power of Three: Destroy target incarnation. It’s owner takes damage = to 10% of the incarnations current health when destroyed. Your closest 3 incarnations is healed for that amount of health.
Elementalists would get: Air: Air damage, Moves, & Attacks fastest, Special attack = wind slash; inflicts bleeding for a couple seconds.
Earth: Earth damage, Moves/Attacks slowest, highest armor, Special attack = Rock & Roll: knock down attack.
Fire: Fire damage, Constantly degenerates a pip of health, Attacks inflicting burning for a second. Special attack = Take the heat: Inflicts Burning for a few seconds on all targets including itself in close proximity. Fire/burning damage heals the Fire incarnation rather then harms it.
Water: Cold damage, Constantly Regenerates a few pips of health, Special attack = To the Bone: Causes cripple for a few seconds.
New skill: Tame the elements: Unsummon target incarnation. It’s owner takes no damage.
Mesmers would get:
Dark Incarnations: They do dark damage. Special attack = Fright Night: steals a little energy for it’s owner.
Chaos Incarnations: Does Chaos damage, Special attack = Chaos theory: inflicts a random condition such as cripple, bleeding, burning, blind, ect… The apposing element could be Holy, and/or light.
New skill: Collective Assimilation: destroy target incarnation to consume 10% of it’s health in energy. Your own incarnations take that same amount in damage. If you don’t have any incarnations to take that damage you take it instead.
I gave each of the three classes a method for destroying each others incarnations so as to make it easier to eliminate them from the battlefield. This would also create a nice niche for at least on type of Incarnation MM so they can also attempt to more easily counter an apposing Incarnation MM.
I didn’t come with anything for the melee type characters such as: Warrior, Assassin, Dervish, Ranger, Paragon, Seeing as they are mostly melee oriented & the ideal of an MM is to have it stay away from the fight rather then charge in. You could always sub monk, ele, or Mesmer to get one of the specific type summons though if you truly wanted.
Also Ritualists, & Necromancers already get summons.
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